- 21 (33,000 XP)
Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its health and becoming active again. The new body appears within 1.5 meters of the phylactery.
Spellcasting. The lich is a 26th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It has 39 mana, a mana limit of 7, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest, and knows the following spells:
1 mana: absorb spirit, animate dead, blight, bone armor, consumptive field, detect magic, enervation, false life, force shield, giant crawling claw, inflict wounds, invisibility, life drain, life transference, path to the grave, ray of enfeeblement, teleport
2 mana: antilife shell, circle of death, clairvoyance, cloudkill, control undead, counterspell, death ward, defer death, detect thoughts, dispel magic, feign death, finger of death, gentle repose, mind control, mirror image, share pain, speak with dead, wall of bones
4 mana: clone
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 1.5 m., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Fortitude saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The lich can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 6 meters of the lich must make a DC 18 Fortitude saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 3 meters of it. The target must succeed on a DC 18 Will saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s gaze for the next 24 hours.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.